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Topic: Will there be cheats? (Read 12971 times)
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mstr
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Your attitude is wrong here. These people do the game for free. You can choose whether to play it or not. And yes, cheat is not a bugfix.
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Burpmaster
Zebranky food

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Gender: 
Posts: 13

Yo!
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Well obviously I was joking.
But RU cheats are boring anyway. What you can do with the source is so much more fun, like dodging between planets in combat as dozens of asteroids come knocking you off course, then firing a stream of Earthling Cruiser missiles out the front and sides of your Pkunk Fury, then dodging as the missiles last long enough to wrap around your enemy several times.
If you cheat without exploiting the source code, you don't know what you're missing!
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Black Monk
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Your attitude is wrong here. These people do the game for free. You can choose whether to play it or not. And yes, cheat is not a bugfix.
Assuming this is directed to me, yeah, so? Lots of people do lots of work for free. Besides, I wasn't saying that the UQM crew had to treat adding cheating ability as a feature in UQM--I'm talking about the apathy of *nix coders in general (based on my personal experience with many of them) towards user interface considerations and ease-of-use.
I mean, it's part of *nix itself--for example, a case-sensitive file system? What USER would draw a distinction between "my resume.txt" and "My resume.txt"? To the user it's the same file, why should they bother with case? That type of pain is fine for an academic or scientific setting, but for an end-user perspective it's pure hell. And no, I don't expect *nix programmers who spend all day writing backends to medical simulations to have to care about user interface, I'm more referring to *nix programmers who try to make applications geared towards the end-user and then refuse to change a broken interface when the end-users complain.
Windows programmers run into this less because everything is pretty little windows--but there are plenty of bad UI designs for Windows. Hell, even Apple screws up--QuickTime 4 broke their own UI guidelines, if I recall, and they haven't looked back from there.
I apologize for the rant.
UQM is at .1 for the release. There are some UI considerations from the PC version that I think would be a better fit for UQM and have somewhat stated that in a thread a while back. However, I don't expect UI to be a large concern this early in the project and am certainly not harping on these poor overworked developers. I've worked on collaborative online projects before and I know how hard it is sometimes to get content for the code, to get features implemented, to get quality assurance done, etc.
I respect the work that has been done. However, just because they are doing this on their free time doesn't mean we shouldn't post bug reports and constructive critisicm (key word being constructive). Yeah, I can choose whether or not to play UQM. But they can choose whether or not to pay attention to my posts or, if I get too bothersome, just ban me from the messageboard.
Burpmaster: I think RU cheats are what most people would want. I say this because new people often need help getting their ship to the point where they don't get ripped up by the Sylandro and sometimes older players just want to skip the outfitting and go right into the plot without spending a year getting your ship outfitted. The mucking around with ships would be cool, a ship editor or something, but I don't know how easy that would be to pull off. Heh, a 3rd-party ship editor that can mix-and-match pieces and abilities ala Impossible Creatures would be zany!
I'm not a fan of the "oh just get the source and compile it" mantra since I primarily use Windows. If you haven't noticed from the posts in these forums from other Windows users, compiling things under Windows is like pulling teeth without anesthetic--it hurts and leaves you without teeth. Errr... you get the idea.
If the intended audience for UQM is largely or only *nix users, ok, that attitude fits. But Windows gamers far outweigh *nix gamers so you'd have to assume that you'd have more Windows players for the game--and their requests and abilities would be far different than, say, the typical *nix gamer. I know about three *nix gamers who can also code up a storm. Changing ships? No problem. I know about 30 windows gamers who like to play games. Doing anything with the source code? Hah hah! I don't think so.
Like I said, I think it's just a bad attitude in general. Ok, you meant it in jest but that's just the type of attitude I run into most often with *nix programmers and proponents--if you can't edit and recompile the source, well, you're too stupid to live. Blah. If I wanted to be insulted I'd play Counter Strike.
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Mu
Zebranky food

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Posts: 12

I do not know.
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Hi Everybody. I made a (windows) UQM save game editor. I'm new here, is there anywhere I should/could upload it?
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« Last Edit: January 01, 2003, 10:16:55 pm by Mu »
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Mu
Zebranky food

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Posts: 12

I do not know.
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It's nothing fancy, it reads a POKE.DAT file, which can be added to or modifed to add more cheats. I added R.U., Crew(flagship) , and fuel. It's a small MFC windows dialog, and works well enough as long as the user enters sensible values,(i.e. don't give yourself more crew than you can hold, etc.). It's ~14 kb zipped, be glad to send it.
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« Last Edit: January 02, 2003, 08:48:07 pm by Mu »
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Mu
Zebranky food

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Posts: 12

I do not know.
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Hi again. I made a new (version 2) save game editor. You can change R.U., fuel, crew, landers, main ship modules,(weapons,fuel tanks, etc.), thrusters, and turning jets. It's got a better interface and works well. Be glad to share it, anyway.
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OHHDEAR
Guest
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Send it here, too, and I'll see if I can't host it on my little website thingy. I am painfully bored with mining and I can't stand to mine another planet.
fakeplasticdragon@hotmail.com
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Mu
Zebranky food

Offline
Posts: 12

I do not know.
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Hi. I sent it to you 3 guys above, forgot to mention it here.
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Pages: 1 [2] 3
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